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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • [To be updated] Sole Survivor in my most recent game, after two survivors died in quick succession while I was in a locker, did not contribute to any stacks on Sole Survivor. I was using OoO and assumed that it was just a visual bug. The Spirit at the end of the game said that she had seen my aura when she had come to kill me.
    0 comments 41 views last activity
  • I haven't seen a post yet about this, so I'm making it. If the following picture of what has been implemented this patch is forewarning of what the graphics update might be for lower end computers, what exactly was someone thinking? Edit: I'm concerned mainly because this wasn't done in the PTB, the platform made for experimentation and bug catching.
    5 comments 81 views last activity
  • Is there any reason we can't have Fire Up function as below? Fire Up - For each Generator completed after the first 2/1/0, gain a stack-able 5*% buff to Picking-Up, Dropping, Hooking , Pallet Breaking, Generator Damaging, Locker Opening, Exit Gate Opening , and Vaulting speeds for the remainder of the Trial. Edit: forgot to add: The survivors are notified by an audio cue when you gain a s
    1 comments 31 views last activity
  • PC Hillbilly on Temple of Purgation Doorway/dropoff (on right) tall enough for survivors but too short for mid-model and tall-model killers (unsure about short-model) [More information possibly incoming]
    0 comments 11 views last activity
  • I clicked m1 when near a downed survivor not to mori, but then the game forced me to kill an innocent meg. I felt very bad after the match and let everyone left alive go free. Is there any way to prevent mori spam but prevent accidents and bad feelings?
    3 comments 61 views last activity
  • I'm glad you fixed the bug that no tokens were visually being added, but then the nerf hit to prevent survivors from knowing when their Sole Survivor was active. I ask that you change the perk back to light up when blocking an aura as it allows for more intelligent and clever use of the perk.
    0 comments 41 views last activity
  • From a comment I don't want buried on another thread: "Survivors in the dying state no longer have a life bar . Instead, after remaining in one place on the ground for 30 or more seconds , crows will begin to land on a dying survivor's body. A new crow will land every 10-15 seconds . After there are 4 crows on a dying survivor, a murder will descend from above to consume the survivor alive .
    2 comments 21 views last activity
  • Because I thought somebody might/could find it useful and because I don't think the 15% efficiency penalty is the way to go. https://docs.google.com/presentation/d/1TH_VEduElchZf_4Qa3gX3WEjRiJjy47cvda6ABl-I_o/edit#slide=id.g737767f67f_0_114 This slideshow is meant to present a way to bring more interaction between survivors in DbD to avoid excessive monotony of solo surviv
    5 comments 101 views last activity
  • DeadByDaylight.log In the video below, both turning add-ons were equipped but to no avail. https://www.youtube.com/watch?v=-A5O39YEyIA&feature=youtu.be In this video below, both quieting add-ons were equipped, but to no avail. https://www.youtube.com/watch?v=rcwu5sCNobQ&feature=youtu.be
    0 comments 21 views last activity
  • Even the 25% loudness given to the killer is more than enough to alert the killer of the survivor's position. Having the ability to fully silence one's self is far more critical than the weak version we have currently.
    4 comments 51 views last activity
  • This is about a second slower, as a previous post mentioned. Double uncloak add-ons therefore didn't feel as they do on live. Also, I'm not sure yet if this applies to all killers with this model, but is there a new stun animation? Is my camera positioned more forward or something?
    0 comments 41 views last activity
  • I'd just played two trials, in which each killer had Pop. In the first game, every one of my downs was a result of the killer swinging, the sound cue finishing, and then me receiving the hit from about a meter or two away. I never dropped the pallet because I knew the latency would down me after I had thrown down the pallet. In the second trial, I was attempting to finish a gen before The Spiri
    1 comments 11 views last activity
  • [placeholder until I can provide more information such as logs] I finished a game after purposefully trying to not gain any points in the benevolent emblem (that meant avoiding teammates as much as possible), and yet at the end of the game, I received 77 points for healing other survivors of which I did none.
    0 comments 71 views last activity
  • Lucky Break already has a great precedent for how it should function: -> Sloppy Butcher <- Sloppy Butcher makes blood pools spawn more frequently as it increases in tiers (and this is done by decreasing both the max and min time possible between bloodpools spawning) Lucky Break should use the same mechanic and make blood pools spawn less frequently (by increasing both the max a
    7 comments 61 views last activity
  • I propose to remove The Huntress's "shing", which can be heard from everywhere on the map. That notification unnecessarily serves to alert survivors outside of a chase if they should be wary of imminent danger. Survivors on generators already have little fear of a killer when another survivor is in chase. This change is similar to the removal of The Ghostface's warning sounds when in stealth. Th
    1 comments 11 views last activity
  • Do you know what the Jenner's Last Breath and Anxious Gasp combo was?
    3 comments 41 views last activity
  • I am a bad Nurse player. I used to have fun playing Nurse with my happy-go-lucky, add-on-less blinks and the occasional Jenner's Last Breath and Anxious gasp combo (most fun combo in the game imo). Now, I am still a bad Nurse player (bc hitting people after blinks is a chore due to my high sensitivity, abominable framerate, and small space in which for me to move my mouse). I no longer have fu
    4 comments 81 views last activity
  • This mori was all time favorite: Screenshot (75).png Share yours?
    0 comments 31 views last activity
  • Does anyone know the percentages for the increase in movement speed (not the final, the difference from 333%). I'm not sure how to interpret reappearance time when calculating max Nurse speed.
    0 comments 131 views last activity
  • I'm just curious as to how the design decision came about and whether, like many other aspects of this game, the development over the years in the way players play the game has made this feature behave differently than the developers thought it would. To anyone reading this: Would you change scratch marks in any way if you were a developer on the appropriate development team?
    5 comments 171 views last activity
  • Considering the EGC is now in the game as a limit to how long survivors can stay in the match at the end of the game, Hope should no longer have the two minute restriction, which served to prevent survivors from abusing the added haste indefinitely.
    4 comments 71 views last activity
  • Coming from a lore idea on the hatch in the Lore subforum, I think it would be an exciting change if on the odd occasion, a survivor who escapes through the hatch triggers a killer score event called "Fresh Blood" accompanied with that survivor's scream.
    Mod
    1 comments 31 views last activity
  • Well done, music team or whoever put that in the game! It's a shame it doesn't play every time the main lobby appears during this event...
    12 comments 271 views last activity
  • Would it be possible to place it on an second tab after hitting the escape button? There would be match information separate from the dc button. That way, leaving a match early would seem less like a part of the game and more of an emergency measure. There are no other indicators in the game that tell uninformed players that abusing this button is bannable, particularly since for many of these pe
    4 comments 42 views last activity
  • I will flip out in private if some stupid decision was made to retroactively change each killer and survivor to have two purple perks and a green perk rather than base the perk rarity off of the power of the perk. (No offense) My baby deserves a spot in the Very Rare ranks (even though there are plenty of Ultra Rare posers mixed in already). This is also a perfect example of deteriorating game d
    27 comments 302 views last activity
  • I was just shedding tears at images of how lovely Backwater Swamp was before its current iterations, which is ugly and fogless. I was wondering where the fog went, and then I realized that the fog was an important part of that map. Without it, killers and survivors alike can be seen from miles away, ruining the survivors' and killers' abilities to stealth from afar. It also serves to hide generat
    1 comments 33 views last activity
  • It would be a helpful change for computers who struggle with extra effects if the snow on this map ceased to happen once at least three generators were completed. Conversely, it would also be helpful is the snow was to such an extent that it reduced visibility on the map to reduce render distance and graphics demands.
    0 comments 12 views last activity
  • Dear community, I started this post so that we can work out all of our collective stress, rage, salt, or whatever you may be feeling. Simply leave a comment down below, and I'll do my best to have a soothing listening session where I or someone else can help each you get through whatever you may be feeling.
    10 comments 62 views last activity
  • What happens if you hit them? Yes they exist—a teeny tiny good skill check one will appear when using a toolbox with the skill check enlarging addons on these interactions.
    2 comments 31 views last activity
  • Dear devs, Since you nerfed sabotage into oblivion and made numerous addons and items worthless, it would be nice if you removed the restriction on sabotaging basement hooks so that Breakdown can work on them. Sincerely, A fan of your game
    35 comments 701 views last activity
  • I just played a game where I brought in Pharmacy, Botany Knowledge, and Self Care, and I thought that this would make the Medkit last to serve me well. I wasn't able to heal even 3 full times without addons. With self-care alone, I could have had infinite, but the rare medkit gives me only two self heals? I think this should not be and that either this Medkit receive more charges or increase the
    1 comments 41 views last activity
  • These are my personal favorite types of perks because it means that there's more diversity between trials. I beseech the devs to add a perk that grants the ability to see the landing point of the Nurse's blink (with a black or red circle perhaps?) as a survivor. The perk wouldn't have to do that all of the time (restrictions would be necessary), but it would only do that—nothing else. My low r
    2 comments 22 views last activity
  • Considering the recent change to healing time, picking up a survivor from the ground takes longer, and therefore slugging brings more peril to survivors attempting a rescue. Since picking up a downed survivor is puts the savior at risk and allows the dying survivor more agency, saving a slug is like a hook rescue. If a killer decides to slug everyone before 1-hooking all survivors, then
    16 comments 191 views last activity
  • A balance change to reduce choice camping (Edit:aka hard camping, patrolling and/or returning to the hook before survivors rescue the survivor) would be to not let the killer know how much longer the survivor has on the hook before they die. That would mean a greater chance for unpredictability in survivors in situations where the survivors aren't experts at chase, and the killer is dominating th
    25 comments 232 views last activity
  • If the developers want ideas of a buff to Monstrous Shrine, one idea would be to not have Exhaustion recover on Basement hooks.
    2 comments 22 views last activity
  • An idea I'd like to propose as a change to Thanatophobia is as follows: Thanatophobia Your prey know your power and become more inefficient through fear each time you catch them. As long as someone is injured, dying, or hooked, each individual time a survivor is hooked, that survivor receives a stackable 5/7/9% reduction to action speed in Cleansing, Generator Repair, Healing, Opening E
    21 comments 161 views last activity
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